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52 lines
1.8 KiB
C#
52 lines
1.8 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Platform;
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using osu.Framework.Testing;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Screens.Play;
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namespace osu.Game.Tests.Visual.Gameplay
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{
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[HeadlessTest] // we alter unsafe properties on the game host to test inactive window state.
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public class TestScenePauseWhenInactive : PlayerTestScene
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{
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protected new TestPlayer Player => (TestPlayer)base.Player;
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protected override IBeatmap CreateBeatmap(RulesetInfo ruleset)
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{
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var beatmap = (Beatmap)base.CreateBeatmap(ruleset);
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beatmap.HitObjects.RemoveAll(h => h.StartTime < 30000);
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return beatmap;
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}
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[Resolved]
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private GameHost host { get; set; }
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public TestScenePauseWhenInactive()
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: base(new OsuRuleset())
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{
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}
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[Test]
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public void TestDoesntPauseDuringIntro()
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{
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AddStep("set inactive", () => ((Bindable<bool>)host.IsActive).Value = false);
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AddStep("resume player", () => Player.GameplayClockContainer.Start());
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AddAssert("ensure not paused", () => !Player.GameplayClockContainer.IsPaused.Value);
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AddUntilStep("wait for pause", () => Player.GameplayClockContainer.IsPaused.Value);
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AddAssert("time of pause is after gameplay start time", () => Player.GameplayClockContainer.GameplayClock.CurrentTime >= Player.DrawableRuleset.GameplayStartTime);
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}
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protected override Player CreatePlayer(Ruleset ruleset) => new TestPlayer(true, true, true);
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}
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}
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